Project_WL/Assets/Script/UI/Collection/Equipment_Monster/CollectionEMCardBase.cs

45 lines
1.6 KiB
C#

using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class CollectionEMCardBase : CardBase
{
public Image[] images; // 0 아이콘
public TextMeshProUGUI[] texts; // 0 이름, 1 보유효과, 2 보유/필요. 3 보유효과 값
public Slider slider_proc;
public GameObject go_getreward, go_selected;
protected CollectionListTableData m_Data;
public override void Set<T>(T _base)
{
base.Set(_base);
m_Data = _base as CollectionListTableData;
var sdata = ServerInfo.Ins.m_ServerData;
texts[1].text = MyText.Get_eAwakenUpgradeOptionTypeName(m_Data.n_RepeatRewardValue);
texts[3].text = m_Data.n_RepeatRewardCount.ToString();
var amount = sdata.Get_ItemAmount(m_Data.n_TargetValue);
var lv = sdata.Get_CollectionLv(m_Data.n_TargetValue);
var count = m_Data.Get_ConditionCount(lv);
texts[2].text = $"{amount}/{count}";
slider_proc.value = DSUtil.Get_SliderValue((float)(amount / count));
go_getreward.SetActive(amount >= count);
go_selected.SetActive(false);
}
public override TableDataBase Get_Data() { return m_Data; }
public override void Set_Selected(bool active) { go_selected.SetActive(active); }
protected bool CanGet(bool showtoast)
{
var sdata = ServerInfo.Ins.m_ServerData;
var lv = sdata.Get_CollectionLv(m_Data.n_TargetValue);
return sdata.Check_ItemAmount(m_Data.n_TargetValue, m_Data.Get_ConditionCount(lv), showtoast);
}
public virtual void OnClick_Card() { }
public virtual void OnClick_GetReward() { }
}